MEATY BONES
WIP watch the building, changes, and edits as it's developed
WELCOME
Four-Sided (D4)
Six-Sided (D6)
Eight-Sided (D8)
Ten-Sided (D10)
Six-Sided (D6)
Eight-Sided (D8)
Ten-Sided (D10)
Percentile (D%)
Twelve-Sided (D12)
Twenty-Sided (D20)
Twelve-Sided (D12)
Twenty-Sided (D20)
**There may be times you will be asked to roll a D2, do this by rolling 1D6. A1-3 = 1 and a 4-6 = 2.**
**There may be times you will be asked to roll a D3, do this by rolling 1D6. A 1-2 = 1, a 3-4 = 2, and a 5-6 = 3.**
OPTIONAL: USE A DIGITAL DIE ROLLER FOR ALL DICE ROLLS
**There may be times you will be asked to roll a D3, do this by rolling 1D6. A 1-2 = 1, a 3-4 = 2, and a 5-6 = 3.**
OPTIONAL: USE A DIGITAL DIE ROLLER FOR ALL DICE ROLLS
ORDER OF PLAY
ENCOUNTERS
Interacting with the world and the creatures in it leads to encounters. An encounter is where players meet characters and monsters and experience the environments of the world. These encounters can happen in two ways.
The first is called a Social Encounter, where players interact with citizens and creatures of the world without involving combat. This is a freeform style of encounter with no structured turn order. Actions and even spells can be cast during this time, along with some dice rolls with a heavy focus on story outcomes. This can lead to the second type of encounter, combat.
When the Combat Encounter happens, it changes to a turn-based style of play, meaning every player and every creature/thing involved in the combat takes turns. At the start of the combat encounter, the player characters choose who amongst them will roll Initiative for the group using a D20 while the GM rolls for the enemy group(s). Once the GM has noted the order in which all groups involved go, the turns begin.
PLAYER GROUP TURNS
The players decide in which order they will go amongst themselves. This order can change every round, thus allowing for a greater variety of teamwork and tactics if they wish to do so. If the players cannot decide, it is up to the GM to determine turn order.
Player Turn Order
- 1) Ignore any leftover Trick Points (TP) or Reaction Points (RP) from previous turns and replace them with a fresh 3 TP and 1 RP.
- 2) Choose to continue or end paying the TP cost to Maintain something.
- 3) Choose your actions and their difficulties. Movement and Reaction difficulties are determined by the GM. The PC determines which difficulty level to use for their chosen Trick. A PC can carry out actions until all their points are used up for that turn.
- 4) End turn. Be ready to use the RP, if it has not already been used.
*Free Actions (FA) and RP can be used during any turn*
- 5) The next player takes their turn.
TRICKS AND REACTIONS
Reaction Points (RP) can be used during anyone's turn, friend or foe. These are limited to Easy Difficulty unless stated otherwise. When their turn is over, any leftover TPs do not roll over to the next turn. They are simply lost, and new ones replace them at the start of their next turn. The Reaction Point can be used at any time, whether it is that character's turn or not. These do not roll over and are replaced at the start of the player's next turn.
MOVEMENT
The Difficulty is determined by the GM. No matter the Difficulty, the cost for these is always 1TP.
The Difficulty is determined by the GM. No matter the Difficulty, the cost for these is always 1TP.
Acrobatics (NIM): Tumbling, gymnastics, and parkour.
Balance (NIM): This is how well a PC stays on their feet while travelling on narrow, precarious, or slippery surfaces.
Climb (BRN/NIM): Travelling vertically along a surface.
Drive Vehicle (RSN/FOC): Controlling and guiding a wagon, boat, ship, etc.
Fly (BRN/NIM): Travelling through open air.
Balance (NIM): This is how well a PC stays on their feet while travelling on narrow, precarious, or slippery surfaces.
Climb (BRN/NIM): Travelling vertically along a surface.
Drive Vehicle (RSN/FOC): Controlling and guiding a wagon, boat, ship, etc.
Fly (BRN/NIM): Travelling through open air.
Jump (BRN): Leaping high or long.
Move (BRN/NIM): Travelling horizontally on a surface.
Ride (NIM): Staying on and guiding a beast.
Sneak(NIM): Travelling as unseen and silent as possible.
Swim (BRN): Travelling through water.
Move (BRN/NIM): Travelling horizontally on a surface.
Ride (NIM): Staying on and guiding a beast.
Sneak(NIM): Travelling as unseen and silent as possible.
Swim (BRN): Travelling through water.
TRICKS
Varied Costs
The higher the Difficulty, the more TP it will cost.
The higher the Difficulty, the more TP it will cost.
Aimed Weapons (FOC): See Weaponry
Cast Arcane Spell (RSN): See Spellcraft
Cast Nature (FLA): See Spellcraft
Cast Prayer(HTY): See Spellcraft
Cast Witchery (FOC): See Spellcraft
Heavy Weapons (BRN): See Weaponry
Cast Arcane Spell (RSN): See Spellcraft
Cast Nature (FLA): See Spellcraft
Cast Prayer(HTY): See Spellcraft
Cast Witchery (FOC): See Spellcraft
Heavy Weapons (BRN): See Weaponry
Light Weapons (NIM): See Weaponry
Medicine(FOC): help chosen creature recover Stamina Points.
Natural Weapons (BRN/NIM): See Weaponry
Scry (RSN): Using a device, item, or spell to perceive beyond that PC's personal sensory ranges
Versatile Weapons (BRN/NIM): See Weaponry
Medicine(FOC): help chosen creature recover Stamina Points.
Natural Weapons (BRN/NIM): See Weaponry
Scry (RSN): Using a device, item, or spell to perceive beyond that PC's personal sensory ranges
Versatile Weapons (BRN/NIM): See Weaponry
Cheap Tricks
The Difficulty is determined by the GM. No matter the Difficulty, the cost for these is always 1TP.
The Difficulty is determined by the GM. No matter the Difficulty, the cost for these is always 1TP.
Academics (RSN): Applying knowledge attained through academic study.
Analyze Magic (RSN): Determining the nature and abilities of a magical area, effect, or object.
Appraise Item (RSN): Determining the condition and value of an object.
Beast Whisper (FLA): Improve a beast's disposition, teach it a command, care for a beast, etc.
Grapple (BRN): Grabbing and wrestling an opponent.
Great Outdoors (FOC): Camping, cooking, finding water, fishing, foraging, hunting, identifying beasts and plants, and surviving in rural areas.
Haggle (FLA): Barter for the best prices.
Hide (NIM): Unnoticed and silent while staying still.
Innuendo (FOC): Reading and using body language to communicate. This includes the use of sign language.
Investigate (RSN): Inspecting an area for anything hidden or not obviously displayed or researching through written materials
Analyze Magic (RSN): Determining the nature and abilities of a magical area, effect, or object.
Appraise Item (RSN): Determining the condition and value of an object.
Beast Whisper (FLA): Improve a beast's disposition, teach it a command, care for a beast, etc.
Grapple (BRN): Grabbing and wrestling an opponent.
Great Outdoors (FOC): Camping, cooking, finding water, fishing, foraging, hunting, identifying beasts and plants, and surviving in rural areas.
Haggle (FLA): Barter for the best prices.
Hide (NIM): Unnoticed and silent while staying still.
Innuendo (FOC): Reading and using body language to communicate. This includes the use of sign language.
Investigate (RSN): Inspecting an area for anything hidden or not obviously displayed or researching through written materials
Mythology (RSN): the knowledge and study of all things celestial
Navigation (FOC)
Open Lock(NIM)
Perform (FLA): Performing vocally, acoustically, motionally, or in any combination, in order to awe, distract, entertain, or intimidate.
Pick Pocket (NIM): Loot a pocket or open container. Can also snatch an unattended object no bigger than the PC's palm.
Rope Work (NIM): Securing, tossing, or utilizing something with a strand shape. EX: chain, rope, vine, etc.
Sabatage (RSN): Break an object, set a trap, or disable an item
Tracking (FOC): Following the traces that are noticeable to your sense of something moving through an area.
Navigation (FOC)
Open Lock(NIM)
Perform (FLA): Performing vocally, acoustically, motionally, or in any combination, in order to awe, distract, entertain, or intimidate.
Pick Pocket (NIM): Loot a pocket or open container. Can also snatch an unattended object no bigger than the PC's palm.
Rope Work (NIM): Securing, tossing, or utilizing something with a strand shape. EX: chain, rope, vine, etc.
Sabatage (RSN): Break an object, set a trap, or disable an item
Tracking (FOC): Following the traces that are noticeable to your sense of something moving through an area.
REACTIONS
The Difficulty is determined by the GM. No matter the Difficulty, the cost for these is always 1RP.
The Difficulty is determined by the GM. No matter the Difficulty, the cost for these is always 1RP.
Aimed Weapons - Easy Diff only (FOC): See Weaponry
Awareness (FOC): On a success, noticing a potential threat.
Cast Arcane Spell -East Diff only (RSN): See Spellcraft
Cast Nature (FLA) - Easy Diff only : See Spellcraft
Cast Prayer(HTY) - Easy Diff only : See Spellcraft
Cast Witchery - Easy Diff only (FOC): See Spellcraft
Diplomacy(RSN): Convincing through the use of deception, expectations, laws, logic, tradition, etc.
Endure Climate (HTY): On a success, take 1/2 the damage from an environment. Double the duration the PC can resist the non-damaging effects of an environment.
Escape (NIM): Wriggle, crawl, or slip away from restraints and confinements.
Fend Off Fatigue (HTY): On a success, resist the effects of fatigue for one encounter.
Awareness (FOC): On a success, noticing a potential threat.
Cast Arcane Spell -East Diff only (RSN): See Spellcraft
Cast Nature (FLA) - Easy Diff only : See Spellcraft
Cast Prayer(HTY) - Easy Diff only : See Spellcraft
Cast Witchery - Easy Diff only (FOC): See Spellcraft
Diplomacy(RSN): Convincing through the use of deception, expectations, laws, logic, tradition, etc.
Endure Climate (HTY): On a success, take 1/2 the damage from an environment. Double the duration the PC can resist the non-damaging effects of an environment.
Escape (NIM): Wriggle, crawl, or slip away from restraints and confinements.
Fend Off Fatigue (HTY): On a success, resist the effects of fatigue for one encounter.
Heavy Weapons - Easy Diff only (BRN):See Weaponry
Insight (FOC): On a success, determine whether someone is lying.
Light Weapons - Easy Diff only (NIM):See Weaponry
Natural Weapons - Easy Diff only (BRN/NIM): See Weaponry
Persuade (FLA): Convincing through the use of bluff, charm, deception, glibness, intimidation, misdirection, etc.
Recall Memory (RSN): On a success, the PC remembers all or part of previously received info at the GM's discretion.
Resist Poison (HTY): On a success, take1/2damage from poison and ingore its lingering effects. (Must continue suffering from any previous lingering effects.)
Sprint (BRN): Travel up to your full movement distance.
Tolerate Disease (HTY): Ignore disease at time of infection. (Must continue suffering from any previous lingering effects.)
Versatile Weapons - Easy Diff only (BRN/NIM): See Weaponry
Insight (FOC): On a success, determine whether someone is lying.
Light Weapons - Easy Diff only (NIM):See Weaponry
Natural Weapons - Easy Diff only (BRN/NIM): See Weaponry
Persuade (FLA): Convincing through the use of bluff, charm, deception, glibness, intimidation, misdirection, etc.
Recall Memory (RSN): On a success, the PC remembers all or part of previously received info at the GM's discretion.
Resist Poison (HTY): On a success, take1/2damage from poison and ingore its lingering effects. (Must continue suffering from any previous lingering effects.)
Sprint (BRN): Travel up to your full movement distance.
Tolerate Disease (HTY): Ignore disease at time of infection. (Must continue suffering from any previous lingering effects.)
Versatile Weapons - Easy Diff only (BRN/NIM): See Weaponry
GROUP TACTICS
ASSISTING
The assisting player(s) each determine their level of assistance and then make their Stat Roll.
Succeed at Easy, add+1.
Succeed at Average, add +2.
Succeed at Hard, add +3.TACTICS
THE STATS
STAT RANKS
Your six STATS are everything. Stats advance in potency based on the RANK chart below.
All Stats start at Untrained at the beginning of character creation. No Stat can be raised higher than Legendary.
No Stat can be lowered below Untrained.
- Untrained: Use the Untrained row on the Difficulty Table. When adding the STAT for damage, no extra dice are added to the damage roll.
- Novice: Use the Novice row on the Difficulty Table. When adding the STAT for damage, add 1 D4 to the damage roll.
- Adept: Use the Adept row on the Difficulty Table. When adding the STAT for damage, add 1 D8 to the damage roll
- Master: Use the Master row on the Difficulty Table. When adding the STAT for damage, add 2 D6 to the damage roll
- Epic: Use the Epic row on the Difficulty Table. When adding the STAT for damage, add 2 D8 to the damage roll
- Legendary: Use the Legendary row on the Difficulty Table. When adding the STAT and rolling for damage, add 2 D10 to the damage roll
- No success roll can be lower than Untrained (+/- 0). No success roll can be higher than Legendary (+5).
Brawn (BRN)This Stat represents physical strength and muscular power. This can be used to do: Climb, Fly, Grapple, Heavy Weapons, Jump, Move, Sprint, Swim, and Versatile Weapons.Nimble (NIM)This Stat represents agility and quickness of actions, but not speed. This can be used to do: Acrobatics, Balance, Climb, Escape, Fly, Hide, Light Weapons, Move, Open Lock, Pick Pocket, Ride, Rope Work, Sneak, and Versatile Weapons.Hearty (HTY)This Stat represents durability and immune system toughness. This can be used to do: Cast Prayer, Endure Climate, Fend Off Fatigue, Resist Poison, and Tolerate Disease.Reasoning (RSN)This Stat represents cognitive abilities, academics, and memory. This can be used to do: Academics, Analyze Magic, Appraise Item, Cast Arcane, Diplomacy, Drive, Investigate, Mythology, Recall Memory, Sabatage, and Scry.Focus (FOC)This Stat represents aim, mental focus, and strength of will. This can be used to do: Aimed Weapons, Awareness, Cast Witchery, Drive Vehicle, Great Outdoors, Innuendo, Insight, Medicine, Navigation, and Tracking.Flair (FLA)This Stat represents charisma: compelling charm or intimidation. This can be used to do: Cast Nature, Beast Whisper, Haggle, Perform, and Persuade.
The Nekkid Twenty
Natural Twenty: When the D20 rolls the number 20, this gives the character one additional Trick Point that lasts until the end of their next turn. It also grants the player a Boon.
Natural One: When the D20 rolls the number 1, their attempted Stat action fails, but the player earns a Bane.
Boon: When making a Stat Roll, the rewarded player rolls 2D20s and uses the one that rolled the highest number. A player cannot have more than 5 Boons at one time.
Bane: The rewarded player can force an enemy to roll 2D20s and use the one that rolled the lowest number. A player cannot have more than 5 Banes at one time.
DIFFICULTY
- EASYThis Difficulty costs 1 TP. Stat Rank is added to the Nekkid 20 roll. On a success, Stat Rank is NOT added to the damage roll, and a non-damaging effect succeeds for only one target. Failure means the action fails, the damage total is cut in half, and a non-damaging effect fails.
- AVERAGEThis Difficulty costs 2 TP. Stat Rank is added to the Nekkid 20 roll. On a success, Stat Rank is added to the damage roll, and a non-damaging effect succeeds. Failure means an Easy tier of success.
- HARDThis Difficulty costs 3 TP. Stat Rank is added to the Nekkid 20 roll. On a success, Stat Rank is added to the damage roll, the total damage is doubled, and a non-damaging effect succeeds. Failure means an Easy tier of success.
STAMINA POINTS (SP)
EX: At Level 1, Tria chose to be a Chirkin (Bat Folk) with a Life Dice: D6. Her Total SP is now 6. Whenever a character gains a new level after Level 1, they roll their Life Dice and add it to their Total SP.
EX: Tria made it to Level 2! She rolls a 4 on her D6 and adds it to her Total SP, which is now 10. Taking Damage: When a character's total SP is reduced to 0, it stops, never going below 0. If there is more damage left after being reduced to 0, the character takes one Injury. If a character takes more damage from another attack while at 0 SP, they instead take one Injury. When a character takes 8 Injuries, they are dead. Recovering SP: This requires 8 hours of Sleep to completely heal all lost SP. If a character sleeps for at least 4 hours but less than 8, they must roll one Life Dice for each character level. If the roll exceeds their Total SP, any extra is ignored and tossed away.
Life Dice x Character Level = Amount of SP recovered
SLOTS
WHAT ARE SLOTS?
All characters have a total of 20 slots available. Twelve slots hold your Armament and Magic.
Eight slots hold your extra Gear and Injuries. Pack animals, carts, wagons, etc, can hold extra Gear, and their capacity is measured in Slots as well.
When a character chooses their class, the class determines the arrangement of the slots at Level 1. Choosing a second character class when gaining a new level will not change this arrangement.
When a character attains a new level after Level 1, they can choose to swap One Slot from Armament to Magic or from Magic to Armament.
ARMAMENT SLOTS
These slots hold the gear a character has equipped for immediate use, such as armor, weapons, jewelry, and clothing.
This gear includes: Weapons (a missile weapon holds 1 Encounter's worth of its own ammo), Spellstaffs, Wands, Books, Jewelry, Clothing, Talismans, Trinkets, Armor, Shield, and Ammo(requires only one slot and holds enough for 1 Encounter).MAGIC SLOTS
These slots hold the magic a character can use. These slots represent the spells, prayers, scrolls, and magical consumables (one-use items such as potions, alchemies, charms, etc). These are continuous use slots, which means once a spell or prayer is cast, it remains in the slot, ready to be cast again. Only one consumable is allowed per slot, which, once used, leaves that slot empty. GEAR AND INJURY SLOTS
There are always 8 of these Slots, a number that cannot change. These slots hold extra gear and also mark how many Injuries a character has taken.
INJURIES
When there is no injury in it, the slot can carry gear.
When an injury happens, the character chooses which Gear/Injury Slot to put it in.
If all the slots are filled with gear, the character chooses which item to drop to replace it with an injury.
This represents the character being weakened and now unable to carry as much.
In the case of an item that takes up more than one Slot, if that item is dropped, all the slots it was in are now emptied and ready for injuries.
Recovering Injuries: If a character Sleeps uninterrupted for 8 or more hours in one day, they will get to make one roll to erase one Injury.
Roll 1D20 + HRT Rank Dice to reach a DR: 13 to erase one Injury
A character can also pay to be under the care of a healer or at a protected place such as an inn or temple.
If they do, they will get to make two Heal Injury rolls.EXTRA GEAR
The Extra Gear Slots HoldAny item that makes up 8 or fewer slots can be carried as long as the character has enough slots to fit it. Items will be identified by one of three ways:
1) Number: how many slots they fill (EX: 1 Slot)
2) Stack: How many of them can stack up to fill one slot (EX: 5/5)
3) None: These will not take up any slots, and any number of them can be carried. These are things like paper notes, keys, etc (EX: None).Types of Stacked Items
- Any number of coins, gems, jewelry, or other Wee Items fills one gear slot. They do not all have to be the same.
- 5/5 Encounters worth of spare Ammo. These can be various kinds.
- 5/5 Stack of the same Little Items. These are: Potions, Rations, etc
SIZE MATTERS
Hitting a target, whether it be an object or a creature, is as easy or difficult as its size. Hitting a fly is much, much harder than hitting a barn. There are 7 sizes:
- Mini: these are things whose largest dimension is 6 inches (15 cm) or less, and clouds of minute things like flies and sand.
- Tiny: these are things whose largest dimension is 1 Foot (30 cm).
- Small: these are things whose largest dimension is 3 Feet (91 cm).
- Medium: these are things whose largest dimension is 8 Feet (243 cm).
- Large: these are things whose largest dimension is 15 Feet (4.5 m).
- Gigantic: these are things whose largest dimension is 30 Feet (9 m).
- Massive: these are things whose largest dimension is greater than 30 feet (9 m).
MOVEMENT
Character Kin Folk
Drogu
DRAGONFLY FOLKBlood Stat: Nimble (Novice)
Age: 14 years to adult, then to about 50 years old
Size: Tiny, 1 foot (30 cm) tall, Wingspan: 1/2 Space
Movement: 10 ft (2 Spaces), Fly: 60 ft (12 Spaces), Swim: 5 ft (1 Space)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Spaces), Total Darkness: cannot see.

by Dazzlinkat
Natural Ability: Hard To Hit (Trick): A Foe must use Hard Difficulty when targeting a Drogu. Maintain: 1 TP
Brahnie
LITTLE FOLKBlood Stat: Hearty (Novice)
Age: 20 years to adult, then to about 450 years old
Size: Small, 2 feet (60 cm) tall
Movement: 15 ft (3 Spaces), Earth Glide: 30 ft (6 Spaces), Swim: 10 ft (2 Spaces)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Spaces), Total Darkness: cannot see.

by Dazzlinkat
Natural Ability (HTY): Quickstep (Trick): teleport any place the Brahnie can see within 60 ft (12 Spaces). 2 Uses per Encounter.
Chirkis
BAT FOLKBlood Stat: Nimble
Age: 14 years to adult, then to about 100 years old
Size: Small, 3 feet (90 cm) tall, Wingspan: 2 Spaces
Movement: 20 ft (4 Spaces), Fly: 40 ft (8 Spaces), Swim: 10 ft (2 Spaces)
Vision: Daylight: Unlimited distance, Night Time: 60 ft (12 Spaces), Total Darkness: cannot see.

by Dazzlinkat
Natural Ability: Echo Location (Trick) out to 120 ft (24 Spaces). Maintain: 1 TP.
Nissling
DRAGON FOLKBlood Stat: Brawn (Novice)
Age: 14 years to adult, then to about 75 years old
Size: Small, 3 feet (90 cm) tall, Wingspan: 2 Spaces
Movement: 20 ft (4 Spaces), Fly: 40 ft (8 Spaces), Swim: 10 ft (2 Spaces)
Vision: Daylight: 30 ft (6 Spaces), Night Time: unlimited distance, Total Darkness: 120 ft (24 spaces).

by Dazzlinkat
Natural Ability (BRN): Dragon Breath (Trick): Diff: Easy 5 ft (1 Space), Diff: Average 5 ft (1 Space) x 10 ft (2 Spaces), Diff: Hard 5 ft (1 Space) x 20 ft (4Spaces) area in front of the Nissling.
Each creature within the area takes damage based on whichever type the Nissling has. Can be blocked. Damage Types:
Blue Scales: 1D4 Lightning Damage
Green Scales: 1D4 Acid Damage
Red Scales: 1D4 Fire Damage
Silver Scales: 1D4 Cold Damage
Swenik
COASTAL GNOMEBlood Stat: Hearty (Novice)
Age: 20 years to adult, then to about 150 years old
Size: Small, 3 feet (90 cm) tall
Movement: 20 ft (4 Spaces), Climb: 10 ft (2 Spaces), Swim: 20 ft (4 Spaces)
Visions: Daylight: 120 ft (24 Spaces), Night Time: 120 ft (24 Spaces), Total Darkness: 30 ft (6 Spaces).

by Dazzlinkat
Natural Ability: Hold Breath (Trick): Maintain: 1 TP.
Nezik
INLAND GNOMEBlood Stat: Nimble (Novice)
Age: 20 years to adult, then to about 150 years old
Size: Small, 3 feet (90 cm) tall
Movement: 20 ft (4 Spaces), Climb: 20ft (4 Spaces), Swim: 10 ft (2 Spaces)
Vision: Daylight: unlimited distance, Night Time: 30 ft (6 Spaces), Total Darkness: cannot see.

by Dazzlinkat
Natural Ability (NIM): Tumble (Movement): Wriggle and/or roll through the space of an enemy. And cannot end within the space of a foe.
Mimikyn
MIMIC FOLKBlood Stat: Hearty (Novice)
Age: 24 years to adult, then to... age unknown
Size: Small, 2 feet (60 cm) tall & wide x 3 feet (90 cm) long
Movement: 10 ft (3 Spaces), Tongue Vault: 30 ft (6 Spaces), Swim: 10 ft (2 Spaces)
Vision/ All Senses: Daylight: 60 ft (12 Spaces), Night Time: 60 ft (12 Spaces), Total Darkness: 60 ft (12 Spaces).

by Dazzlinkat
Natural Ability: Shapechange (Reaction): can only change into an object of reasonable size. If this object is magical, they cannot duplicate the magic unless it is something they "store in gut" for one day for each magical effect/spell/power. If the object is taken out before the digestion time is complete, the digestion time is undone and must be started all over again.
Vaulker
PEAK DWARFBlood Stat: Hearty (Novice)
Age: 20 years to adult, then to about 250 years old
Size:: Medium, 4 feet (120 cm) tall
Movement: 25 ft (5 Spaces), Climb: 15 ft (3 Spaces), Swim: 15 ft (3 Spaces)
Vision: Daylight: 120 ft (24 Spaces), Night Time: unlimited distance, Total Darkness: 60 ft (12 Spaces).

by Dazzlinkat
Natural Ability: Ignore Toxins (Condition): gets a Boon whenever rolling vs potion/toxin/poison.
Ruendar
ROCK DWARFBlood Stat: Brawn (Novice)
Age: 20 years to adult, then to about 250 years old
Size: Medium, 4 feet (120 cm) tall
Movement: 25 ft (5 Spaces), Climb: 15 ft (3 Spaces), Swim: 15 ft (3 Spaces)
Vision: Daylight: 30 ft (6 Spaces), Night Time: unlimited distance, Total Darkness: 120 ft (24 spaces).

by Dazzlinkat
Natural Ability: Brute (Reaction): doubles in size. Brawn: +1 Rank, Movement: 35 ft (7 Spaces), Climb: 20 ft (4 Spaces), Swim: 20 ft (4 Spaces), Punch: 1D6 Blunt Damage, Kick: 1D8 Blunt Damage. After First Use of the Day: roll a 5-6 on a 1D6 at the start of each encounter to use again. Lasts for the entire encounter.
Bexi
HUMAN FOLKBlood Stat: Pick 1 at Novice: Brawn, Nimble, or Hearty
Age: 18years to adult, then to about 100 years old
Size: Medium, 6 feet (180 cm) tall
Movement: 30 ft (6 Spaces), Climb: 15 ft (3 Spaces), Swim: 15 ft (3 Spaces)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Spaces), Total Darkness: cannot see.

by Dazzlinkat
Natural Ability: Lucky Break (Reaction): re-roll one D20 roll. After First Use of the Day: roll a 5-6 on a 1D6 at the start of each encounter to use again.
Aloivian
TAINTED ELFBlood Stat: Nimble (Novice)
Age: 24 years to adult, then to about 1000 years old
Size: Medium, 6 feet (180 cm) tall
Movement: 30 ft (6 Spaces), Climb: 15 ft (3 Spaces), Swim: 15 ft (3 Spaces)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Spaces), Total Darkness: cannot see.

by Dazzlinkat
Natural Ability: Fast Step (Movement): Movement distances doubled. If they start a movement on a solid surface and end that movement on a solid surface, they can move across open water or air. Cost: 2 TP, Maintain: 1 TP.
Hylunvian
TRUE ELFBlood Stat: Hearty (Novice)
Age: 24 years to adult, then to about 1000 years old
Size: Medium, 6 feet (180 cm)
Movement: 30 ft (6 Spaces), Climb: 15ft (3 Spaces), Swim: 15 ft (3 Spaces)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Spaces), Total Darkness: cannot see.

by Dazzlinkat
Natural Ability: Tree Step (Movement): Self only. Step into one tree and out another of the same type within 1 mile (1.6 km). Cost: 2 TP.
Gheni
FELINE FOLKBlood Stat: Nimble (Novice)
Age: 18 years to adult, then to about 350 years old
Size: Medium, 6 feet (180 cm) tall
Movement: 30 ft (6 Spaces, Climb: 30 ft (6 Spaces), Swim: 10 ft (2 Spaces)
Vision: Daylight: unlimited distance, Night Time: 60 ft (6 Spaces), Total Darkness: 30 ft (6 Spaces).

by Dazzlinkat
Natural Ability: Cat Landing (Reaction): take 1/2 of any Fall Damage
Thalasian
SEA FOLKBlood Stat: Brawn (Novice)
Age: 18 years to adult, then to about 500 years old
Size: Medium, 5 feet (150 cm) tall
Movement: 25 ft (5 Spaces), Climb: 10 ft (2 Spaces), Swim: 25 ft (5 Spaces)
Vision: Daylight: 120 ft (24 Spaces), Night Time: 120 ft (24 Spaces), Total Darkness: 30 ft (6 Spaces).

by Dazzlinkat
Natural Ability: Sea Form (Reaction): at will, they can Breathe Water and change their legs into a Fish Tail: 1D6 Blunt Damage, increasing their Swim: 50 ft (10 Spaces).
Numis
REPTILE FOLKBlood Stat: Heart (Novice)
Age: 14 years to adult, then to about 90 years old
Size: Medium, 6 feet (180 cm)
Movement: 35 ft (7 Spaces), Climb: 20 ft (4 Spaces), Swim: 20 ft (4 Spaces)
Vision: Daylight: unlimited distance, Night Time: 60 ft (6 Spaces), Total Darkness: 30 ft (6 Spaces).

by Dazzlinkat
Natural Ability: Hold Breath (Trick): Maintain: 1 TP.
Bremaur
BOVINE FOLKBlood Stat: Brawn (Novice)
Age: 14 years to adult, then to about 75 years old
Size: Medium, 7 ft (210 cm) tall
Movement: 40 ft (8 Spaces), Climb: 10 ft (2 Spaces), Swim: 15 ft (3 Spaces)
Vision: Daylight: Unlimited distance, Night Time: 30 ft (6 Spaces), Total Darkness: cannot see.

by Dazzlinkat
Natural Ability: Immune to Magic (Condition): immune to all magical effects, bad and good. Can be affected by Celestial Magic and alchemy.
Character Legacy
Thorncliff
Drogu Settlement - MappedThe Drogu have a colorful reputation that is often the subject of rumors, speculation, and flights of fancy. This seems to be by their design, as they tend to take advantage of any opportunity that comes their way, especially in matters of trade, as they are renowned peddlers. Uncertainty and misdirection regarding them are things they cherish and are best displayed in their greatest creation, the Bottomless Bag. Some known values:
- Rumors are my truth
- Opportunity, you're all mine
- Everything has a price
"Z" is their favorite letter as it reflects the sound of their wings when flying fast. Every Drogu name has at least one "z" in their name
Boogilund
Brahnie Realm Captial - MappedThe Brahnie enjoy learning about new people, attending parties, and reveling in drama. Intrigues and gossip, especially when it's revealed at a party, creating drama, is their most beloved entertainment. A surprising number of the scandal monger mob bosses, called Bardigans, are Brahnie who see this more as an aspiration rather than a crime. Some known values:
- Knowing people requires talking to them
- There is always someone new to party with
- My thirst for drama exceeds your ability to avoid it
The Brahnie have personal names reflecting pleasing sounds and drama. Their family names tend to represent the place where their family was first conceived.
Canotops
Chirkis Realm Capital - MappedChirkis love to trade rare commodities, leading them to travel all over, often in secret. This has led to a Claims Office where a Chirkis will register a specific location as their exclusive harvesting, mining, or trading post property. Claim jumping, acquiring commodities from a claim property without the owner's consent, is a serious crime. Treehouse settlements are preferred as they have proven to be the most defensive against the Nisslings and the Numis. Some known values:
- Opportunity and wherewithall build a fortune.
- Watch your claim or watch me take it.
- Never allow doubt to stop an acquisition.
Family names are clan names blended with that of a trading company or a Claim. EX: Aridor of the Eastpack Millers, Delka of the Haggler's Bay Sandstones.
Briney-Viney
Nissling Settlement - MappedNisslings pride themselves in their ability to hoard pocket jingles and shiny rocks (coins and gems). Hunting and trapmaking are also matters of pride. Their immediate family is the whole tribe, and all who hatched that spring are siblings, no matter who their parents were. They build their lairs underground in remote hard to navigate places. Some known values:
- Tribe is family, family is tribe
- Fast claws and shushed wings catch fat purses
- Tricksy traps trips troubles
Nisslings prefer strong-sounding names, often with an "ss" sound within them. Their names sound snappy and do not denote gender. EX: Ghorss, Goss, Kharss, Ssorg, Ssnak
Triamon
Swenik Realm Capital - MappedSwenik are creative tinkerers with a love for intrigue. They tend to keep secrets and consider suspicion to be wise. Uncovering secrets is a revered skill. Secret brokers are considered "honest" business folk. The Neziks tend to be a great source for secrets. Some known values:
- Everyone is guilty of something.
- If you want to keep your secrets, hide them better.
- My words are truth, even when I lie.
Sweniks tend to go by their family names, preferring to use their personal names with friends and family. If family members are together in public, then they will use their personal names.
Nezikahr
Nezik Realm Captial - mappedThe Nezik cherish honesty almost to a fault. They often come across as very blunt or rude. They have criminals called scandal mongers who reveal truths and fabricate rumors. Rumor Wardens do their best to apprehend them. Some known values:
- A lie is a story told in bad faith.
- Be what others expect you to be to protect your truths.
- Lies are weapons, truths are shields.
Neziks have very melodious personal names with at least two syllables. The family name is not based on the father or mother but on whichever parent controls the family business. When both parents have businesses, their offspring will take both combined with a hyphen.
Sunkhole Cavern
Mimikyn SettlementMimikyn live to protect the hoard within their home lair by eating any non-indestructible threat, especially thieves. When not eating threats, a mimikyn tends to study the contents of the hoard, thus learning more and more about the outside world. Some grow curious and leave to explore, promising to someday return with riches to add to the glorious hoard. Some known values:
- All for the hoard and the hoard for all.
- Thieves are excellant with mustard
- To eat, or not to eat. That is the question.
A mimikyn is given a number when they are created. This is followed by the word 'of' and then the name of their home lair.
EX: 45 of Sunkhole Cavern
When a mimikyn leaves their home lair, they will often take on a new name that can be an actual name or simply any word that appeals to them.Axen Peak
Vaulker HoltThe Vaulker enjoy a good bout. An insult can lead to an invigorating round of fisticuffs, which is second to their greatest love: downing a good brew. Duels are for serious disagreements. These always involve hammers and rarely lead to death. They are to be conducted in the Amphitheater before the public, otherwise, it will stain the honor of the family and clan, not just the individuals involved. Duels between families and clans are also carried out in the Amphitheater as great melee feuds, also with hammers. Deaths rarely occur though getting hammered can be crippling. Some known values:
- Nothing like a fist or two to deliver some good sense
- For family! For clan! For ale!
- Hammers are for politics. Axes are for enemies.
Vaulker have a personal name, a family name, and a clan name.
Harkenhammer
Ruendan DelveThe Ruendan argue, complain, and insult others as enjoyable social banter. Most others see them as rude. No creature, place, or thing is beyond challenge and scrutiny. Failing to argue back, complain, or return insults is a sign of weakness. Some known values:
- Nothing is above scrutiny
- An argument a day, keeps the unworthy at bay
- Things left unchallenged can be dangerous
Ruendans have a personal name and a family name. If the family elder is female, then it's the family name first, personal name second. If the family elder is male, then it's personal name first, family name second.
Shattertide
Thalasian Realm CapitalThalasians are very secretive, refusing to disclose anything about themselves unless they need to. Trust is rarely given as it can lead to betrayal. It is first given to close family members, then carefully branched out. The farther from their central family core, any shared details are shrouded in secrecy and misdirection. Some known values:
- Secrecy guards against betrayal
- A secret learned is a weapon drawn
- My secrets have secrets
A Thalasian has three names: True Name known to family, Proper Name used when within their own culture, and a Wild Name used around everyone else. They often will change their Wild Name on a whim and some have a collection of Wild Names.
Argentis
Aloivian ColonyAloivians seek to create plants, especially trees, of living metal, to prevent the Hylunvian elves from using their nature magics to breach Aloivian citadels. Though there is currently peace between the two kinds of elves, it is simply a state of non-war. Clashes between individuals can erupt at any time. Some known values:
- I help others who can keep secrets
- Survival matters most
- You cannot explain magic to those who lack it
On their 24th birthday, a Bardigan will go into a temple where they will spend the day and night alone, inspecting their faith in Boki. This often includes studying the night sky. Whatever piques their interest the most during this time will become their adult name. Returning home the next morning, they will store away their childhood name and take on their new adult name before their family name. (Purpose) EX: Daro stared at the slash carved across a rune he could not identify. No matter where else he looked, listened, or wandered, he could not shake his focus away from the marred rune, so he took it as his name: Marrune Silverhart.
Evershine Citadel
Hylunvian CitadelLegacy Stat: Flair (Novice)
Hylunvians prefer to stay within Evershine and rarely bother themselves with matters outside. They deplore unnecessary violence and prefer to follow peaceful yet natural ways, something ensured by denying visitors into their domains. Trade is carried out beyond their citadel, and visitors are allowed in by invitation only. Procurors, often seen as highly motivated and arrogant, leave the citadel to hunt, gather resources, carry out trades, and track outlaws. Outlaws include Aloivians who have committed the crime of casting arcane magic, which they feel is in violation of the nature magic they covet. Some known values:
- Do not mistake my peace for weakness
- Life requires purpose
- Peace is not passive
On their 24th birthday, a Hylunvian will go deep into their home range and spend the day and night alone, contemplating nature. Whatever aspect of nature, flora, or fauna that piques their interest the most during this time will become their adult name. Returning home the next morning, they will bury their childhood name and add their new adult name before their family name. EX: Kloa enjoyed the sound of the breeze quivering the leaves of the aspens during her birthday and took it as her name: Aspensong Briardell
Sourrey
Gheni SettlementThe Gheni in Sourrey are confident, often to the point of arrogance. They tolerate authority that is not theirs but are quick to resent any abuse of rank. Trickery is a pastime, an essential part of their business, and a matter of pride. Some known values:
- No one tells me what to do.
- If it's just lying around, it was meant to go into my pocket.
- None can fool me like I fool others.
Gheni from Sourrey names come in three parts and two hyphens. The first part is given by the parents. The second part is a syllable taken from Sourrey. When they are ready to leave home, they choose the name of their favorite parent.
EX: Penge-Rey-Sondari
Timuk
Gheni SettlementThe Gheni in Timuk are quiet and mysterious outside of their kin, but bragging about their glories within their own is the pinnacle of achievement. Those who achieve renown outside of their kin never reveal any particulars about their families. Some known values:
- Fortune and glory for me and my kin.
- Glory gets the gold but silence gets silver
- Kin before conquest
Gheni from Timuk names come in three parts and two hyphens. The first part is given by the parents. The second part is a syllable taken from Timuk. When they are ready to leave home, they choose the name of their favorite parent.
EX: Penge-Tim-Sondari
Uzachee
Gheni SettlementThe Gheni in Uzachee are bold, crafty, and organized. There is a guild for everything, and rank within a guild becomes social prestige. Competition between them often leads to raids, as anyone who can't protect their assets doesn't deserve to keep them. Infiltrations have become a beloved sport. Some known values:
- I don't steal from my guild or my friends.
- I'm loyal to my friends; everyone else can take a hike.
- Always have an exit.
Gheni from Uzachee names come in three parts and two hyphens. The first part is given by the parents. The second part is a syllable taken from Uzachee. When they are ready to leave home, they choose the first name of their favorite parent.
EX: Penge-Uz-Sondari
Swampshoal Point
Miribex ColonyThis city is ruled by a governor and his council of noble advisors. Each of these nobles has their own ventures and hidden agendas. Shipping companies wealthy enough to rival the nobles can be found here as well. Professionals, merchants, and workers of all skill levels can be found here...for a price. Some known values:
- Flattery makes everyone feel like wonderful and important people, especially the nobility.
- I won't ever be caught getting MY hands dirty.
- It's not stealing if I need it more than someone else.
People from the human city of Swampshoal Point tend to have personal names that are variations of their parents' names, often as the Second, Third, Fourth, etc. Family names tend to be based on their founding ancestor. This can be anything from a place of a great life event, or even an occupation.
Jubilee
Black Peaks ColonyJubilee is a town made to entertain guests in the hopes of profit. A bridge stretches offshore to a tiny island of perfect beach sand decorated with quaint bungalows and an outdoor bar made from palm trees. Beach parties, fun, and relaxation draw guests from all across the Frenamari Sea. Those who live here do so to make their fortunes by seeing to the comforts and desires of those who visit the town. Some known values:
- I can defuse any amount of tension.
- I change my mood or my mind as the situation changes.
- I am only in it for the money and the fame.
People from the human town of Jubilee tend to have lyrical-sounding personal names. Family names tend to be based on their founding ancestor. This can be anything from a place of a great life event, or even an occupation.
Moontide
Greenreefs ColonyHumble, stoic, and neighborly, this town is a good place to visit until you realize its humble temple is dedicated to Relnu, the god of death. They acknowledge other gods, permitting visiting believers to worship them within the guest chapel. Change is a part of life, and there is no greater change in life than death. Some known values:
- I always try to help those in need, no matter the cost.
- Change or be stifled.
- Only the worthy can best me.
People from the human town of Moontide tend to have personal names they think sound humble. Family names tend to be based on their founding ancestor. This can be anything from a place of a great life event, or even an occupation.
Sunfall
Dawnset ColonyTraditions are often more believed in than faith, though some families include their own form of worship. Currying courtly favors is the epitome of high society, something best achieved by claiming abiding trust in their respective lords and ladies. The not-so-high society has mastered the art of showing respect to the nobility, even when they don't believe it's deserved. Some known values:
- The old traditions must be preserved and upheld.
- I shall attain the greatest favors.
- I trust in my liege.
People from the human town of Sunfall tend to have long personal names. Family names tend to be based on their founding ancestor. This can be anything from a place of a great life event, or even an occupation.
Storm Harbor
Spinerock ColonyThis naval town builds and maintains what most consider the strongest navy on the Frenamari Sea. They patrol for pirates and often hire themselves out as escorts. Naval law rules this town, and breaking those laws can lead to swabbing the boardwalks, scraping barnacles off ships' hulls, or hearing a judge say: "You're in the navy now!". Some known values:
- I can stare down a sea devil without flinching.
- I do what I must and obey my captain.
- You're not a real sailor 'til you've sailed in a navy!
The people from the human City of Brass tend to have two personal names, one given by each parent. Family names tend to be based on their founding ancestor. This can be anything from a place of a great life event, or even an occupation.
City of Brass
Emerald Isles ColonyThis City is filled with metalwork guilds and companies that all compete for their share of the metal market and try to earn a spot on the city council. Political and market mayhem runs deep through the streets. Some known values:
- I'm well-known for my work, and I am always taken aback when people have not heard of me.
- Everywhere I go, I am surrounded by rivals!
- Anything I do is worth doing right.
The people from the human City of Brass tend to have big names. Family names tend to be based on their founding ancestor. This can be anything from a place of a great life event, or even an occupation.
Marble Port
Star Isles ColonyKnowledge is power has never been spoken more than within this town that hosts the Frenamari Academy of Magics, the School of Mercantile Ventures, and The Heraldic College. Which knowledge provides the best power is hotly debated. Some known values:
- Power and growth are best gained through knowledge.
- I sold my soul for knowledge that will help me do great deeds to get it back.
- Unlocking an ancient mystery is worth any price.
The people from the human town of Marble Port tend to have strong personal names. Family names tend to be based on their founding ancestor. This can be anything from a place of a great life event, or even an occupation.
Akk
Numis Realm CapitalNumis are an aggressive people with powerful acquisitioning conventions. Their traditional rituals and personal honor direct their intensity and energy towards what, to them, are constructive ends. Death must have a purpose, even if it's to provide for the living. This has caused great uneasiness when the Numis are among the other kin. This is particularly noticeable amongst the Chirkis, who, being a very daring yet small folk, often find their fallen companions in a Numis cookpot. Some known values:
- I always repay what I owe.
- No challenge unanswered
- Question my tongue, question my honor
Numis' personal names tend to be harsh-sounding. This personal name is then hyphenated before the place where they were hatched. This tends to be the literal location of their nest more often than their settlement. EX: His name was Krem-Darkpool.
Stormnotch
(secretly named Hornhold-On-The-Sea) Bremaur ColonyThe Bremaur fearlessly embrace life and death. An honorable death is preferable to a shameful or cowardly life. Despite this deep warrior attitude, they are surprisingly accomplished scholars, something they do their best to hide from outsiders. But not anymore. The clerics have decreed that this is the Dusk of Magic, and it is time for the Bremaur to rise up and take their place upon the world. Some known values:
- It's a good day to die
- The seas be ours!
- Studiousness is its own fine weapon
A Bremaur has only a single name. Over time, they tend to add additional syllables in honor of a great life-altering event.
EX: Fukelfech stared down at the fanged beast. The creature's last remnants of life bled into the forest floor, itself rent by slashing paws and stomping hooves. Pulling his axe free, he raised his chin to the sky and bellowed, "For the honor in slaying the beast who killed my father, I am now Fukelfechern."
Character Classes
Devoted
LEVEL 1: Gain one Stat Point and choose one- Cleric:
Knave
LEVEL 1: Gain one Stat Point and choose one- Herald: Courage (Trick): Performance that allows all allies who can either see or hear (choose one) the Herald to pick one Stat to gain 1 Rank for the duration of the performance. Maintain: 1 TP
- Herald: Counter Magi (Trick): Performance that all foes who can either see or hear (choose one) the Herald loses 1 Rank in their Magic casting Stat for the duration of the performance. Maintain: 1 TP
- Herald: Strife (Trick): Performance that allows all allies who can see or hear (choose one) the Herald to pick one Stat to gain 1Rank while all foes lose 1 Rank in a Stat of the Herald's choosing. These last for the duration of the performance. Maintain: 1 TP
Mage
LEVEL 1: Gain one Stat Point and choose one LEVEL 2: LEVEL 3: Gain one Stat Point and LEVEL 4: choose one LEVEL 5: Gain one Stat Point and LEVEL 6: LEVEL 7: Gain one Stat Point and LEVEL 8: choose one LEVEL 9: Gain one Stat Point and LEVEL 10:Warrior
LEVEL 1: Gain one Stat Point and choose one- Barbarian: Fury (Trick): Add 1 additional Weapon Dice to all wielded Melee Weapons. Lasts for 1 Encounter. Uses: 2 Encounters per day.
- Fighter: Sweep (Trick): Deal Weapon Dice damage and Trip foe.
- Stance (Reaction): Ignore 2 Stamina Damage from All Weapons.
- Battle Rush (Movement): Add +2 Spaces to all Movements.
- Barbarian: Rage (Prerequiste: Fury) (Trick): Add 2 additional Weapon Dice to all wielded Melee Weapons. Lasts for 1 Encounter. Uses: 3 Encounters per day
- Fighter: Mine! (Prerequisite: Sweep) (Trick): Deal Weapon Dice damage and Disarm foe (cannot Disarm Natural Weapon).
- Slayer (Condition): Once during their turn, whenever the Warrior kills a foe, they can attack one other foe within their reach. The Warrior can do this without spending TP or RP, even if they have no points left.
- Brace (Reaction): Ignore 4 Stamina Damage from All Weapons.
- Sunder (Trick): With a single blow, break an item held or under the control of another. ( overcomes Resist Breakage)EX: Dancing sword, spear, wand, flying carpet, crystal ball, etc
- Barbarian: Wrath (Prerequisite: Rage) (Trick): Add 3 additional Weapon Dice to all wielded Melee Weapons. Lasts for 1 Encounter. Uses: 4 Encounters per day.
- Fighter: Whirling Attack (Prerequisite: Mine!) (Trick): Deal Weapon Dice Damage to all foes within reach.
- Reaper (Condition): Whenever the Warrior kills a foe, they can attack one other foe within their reach. The Warrior can do this without spending TP or RP, even if they have no points left. No limit on how many times the Warrior can do this during their turn.
- Impervious (Condition): Ignore 1 Injury per day.
Magic
Gear
Downtime Activities
Alchemy
Calligraphy/ Forgery
Craft
Profession
Fortune Teller:- Choose One (permanent choice)- Rune Stones, Finger Bones (choose creature type), Ornate Cards, Crystal Ball.
- Choose Stat of Fortune (permanent choice) - Reasoning, Focus, or Flair
- Ask The Question - GM determines difficulty and then gives one of the following answers:
- Weal - Good result
- Woe - Bad result
- Weal and Woe - Good and bad result
- Nothing - Neither good nor bad results, possibly means goes sideways
- Speak The Answer - Explain the answer, perhaps using Persuade to add creative details, (GM would then determine the difficulty)

I have really enjoyed watching you create this TTRPG system on stream! Thanks for hosting such a positive and creative community over on Twitch! I love your Nekkid Dice and the humor you infuse into your rules. It's been insightful to hear your decision-making process for things such as how initiative rolls and critical fumbles will be handled. I want to take a look at your Ship-to-Ship combat system. It sounds like your last tabletop session was a blast!
Thanx!
My World